;
;   CIVILIZATION GAME DATA for Holy Wars Scenario
;   1998 by David Morovan, Kadgard@aol.com
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Finances,           3,-2,  Ban, Lit, 1, 2    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Feudal Law,         6,-1,  U2,  NP,  1, 2    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 3    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Jury Collecting,    5,-1,  Amp, MT,  1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Trade Routes,       5,-1,  Amp, Map, 1, 1    ; CA
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Common law,         4, 0,  Amp, Che, 1, 2    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1
Electronics,        4, 1,  no,  no,  3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 1, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 1, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  Met, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Council of Lords and Clergy,6, 0,  Aut, Cor, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 3    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  X6,  Uni, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Islamic Cultures,   6,-2,  no,  no,  3, 3    ; NF
Christian Cultures, 3, 0,  no,  no,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Pirating,           4, 0,  NF,  X5,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Irrigation,         4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Three-fields system,3, 1,  nil, nil, 3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Not French Tech,    5,-2,  no,  no,  3, 0    ; Rob
Not English Tech,   6,-2,  no,  no,  3, 0    ; Roc
Not German Tech,    4, 2,  no,  no,  2, 1    ; San
Not Spanish Tech,   4, 1,  no,  no,  0, 1    ; Sea
Not Byzantine tech, 4, 1,  no,  no,  3, 3    ; SFl
Not Seljuk Tech,    3,-2,  no,  no,  3, 0    ; Sth
Not Fatimid Tech,   4,-1,  no,  no,  2, 3    ; SE
Not Christian tech, 4,-1,  no,  no,  2, 4    ; Stl
Not Molsem Tech,    4, 1,  no,  no,  3, 3    ; Sup
Not Anglo tech,     6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Cattle raising,     4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Gun,  Inv, 3, 3    ; ...
Religious Militarism,3, 0,  nil,  Feu,  0, 0    ; U1
Religious Order,    3, 0,  MT,  Lit, 0, 0    ; U2
Tactics,            3, 0,  Met, NP,  1, 0    ; U3
Pilgrimage,         3, 0,  U1,  U2,  1, 3    ; X1
Holy Lance,         3, 0,  no,  no,  1, 0    ; X2
Siege Laying,       3, 0,  Eng, Feu, 1, 0    ; X3
Conversion,         3, 0,  X1,  Wri, 1, 3    ; X4
Recruiting Order,   3, 0,  Tra, X4,  1, 3    ; X5
Adv. Iron Working,  3, 0,  X5, Eng, 1, 4     ; X6
Siege Tactics,      3, 0,  X6,  Eng, 1, 0    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Charter,                  4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Prisons,                  8,  1,    CoL,
City Walls,               8,  0,    Mas,
Wells,                    8,  2,    Cst,
Banking Houses,           12, 3,    Amp,
City Council,             12, 3,    nil,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no,
Place of Worship,         10, 4,    nil,
Blacksmiths' Shops,       20, 4,    Iro,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Mills,                    16, 4,    nil,
Mills,                    24, 4,    no,
Nuclear Plant,            16, 2,    no,
Trading fairs,            16, 4,    Amp,
Fallow Fields,            12, 2,    Whe,
Wheat fields,              8, 3,    Pot,
Trade Routes,             20, 5,    Eco,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Defenses,          8, 1,    Met,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    nil,
Foundary,                 16, 3,    Met,
Airport,                  16, 3,    no,
Police Station,           6,  2,    Cmn,
Ports,                    8,  3,    nil,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    no,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Commercial Revolution,    20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    no,
Social Changes,           30, 0,    nil,
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    no,
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
Dome of the rock,         40, 0,    no,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    30, 0,    no,
Leonardo's Workshop,      40, 0,    no,
Great Charter,            40, 0,    no,
Isaac Newton's College,   40, 0,    no,
Adam Smith's Trading Co., 40, 0,    no,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Great Charter,            60, 0,    Inv,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Common Law,               60, 0,    Cor,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,     nil, 0,  2.,0,  0a,3d,  2h,1f,  5,0,  5, nil, 000000000000010
Halberdiers,  nil, 0,  2.,0,  9a,6d,  2h,1f,  7,0,  5, U3,  000000000000010
Heavy Infantry,Stl, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, nil, 000000000000010
Men-at-arms,  Stl, 0,  2.,0, 12a,5d,  2h,1f,  8,0,  1, U3,  000000000000010
Pikemen,      Stl, 0,  1.,0,  3a,5d,  2h,1f,  5,0,  1, nil, 000010000000010
Templars,     Stl, 0,  2.,0, 11a,4d,  2h,2f,  9,0,  1, X1, 000010000000010
Archers,      Stl, 0,  1.,0,  2a,6d,  2h,1f,  5,0,  1, nil, 000000000000010
Mercenaries,  Stl, 0,  2.,0,  7a,1d,  2h,1f,  3,0,  1, X4, 000000000000010
Raymond of Toulouse,nil, 0,  2.,0,   12a,6d,  2h,1f,  7,0,  1, no, 000000000000010
Tacitius,     nil, 0,  2.,0,  12a,6d,  2h,1f,  5,0,  1, no, 000001000000010
Pirates,      Sup, 0,  3.,0, 12a,5d,  2h,1f,  6,0,  1, X5,  000001000000010
Archers,      Sup, 0,  1.,0,  2a,6d,  2h,1f,  5,0,  1, nil, 000000000000010
Pikemen,      Sup, 0,  1.,0,  3a,5d,  2h,1f,  5,0,  0, nil, 000010000000010
Devotees,     Sup, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  1, nil, 000001000000010
Slingers,     nil, 0,  2.,0,  2a,2d,  1h,1f,  1,0,  1, nil, 000000000000010
Oghuz Troop,  Sup, 0,  3.,0,  6a,1d,  2h,1f,  3,0,  0, nil, 000000000000010
Saracens,     Sup, 0,  2.,0,  7a,4d,  2h,1f,  3,0,  0, nil, 000001000000010
Hospitalers,  Stl, 0,  2.,0,  9a,5d,  3h,1f,  9,0,  0, U2,  000010000000010
Light Cavalry,Tac, 0,  3.,0,  6a,2d,  2h,1f,  6,0,  0, nil, 000001000000010
Chevaux Lege, Rob, 0,  3.,0,  6a,2d,  2h,1f,  6,0,  0, nil, 000001000000010
Heavy Cavalry,Stl, 0,  3.,0,  7a,3d,  2h,1f,  6,0,  0, nil, 000000000000010
Ritters,      San, 0,  3.,0, 10a,3d,  2h,1f,  9,0,  0, nil, 000000000000010
Chevalier,    Rob, 0,  3.,0, 10a,3d,  2h,1f,  9,0,  0, nil, 000000000000010
Knights,      Roc, 0,  3.,0, 10a,3d,  2h,1f,  9,0,  0, nil, 000000000000010
Crusaders,    Stl, 0,  3.,0, 11a,1d,  3h,1f,  9,0,  0, nil, 000000000000010
Catapult,     nil, 0,  2.,0, 12a,2d,  2h,2f, 10,0,  0, nil, 000000000000010
Siege Tower,  nil, 0,  2.,0, 13a,3d,  3h,3f,  9,0,  0, X3,  000001000000010
Bedouins,     SE, 0,  3.,0, 10a,3d,  2h,1f,  8,0,  0, nil, 000000000000010
Torcupoles,   nil, 0,  3.,0,  7a,1d,  2h,1f,  3,0,  0, nil, 000000000000010
Mntd. Berbers,SE, 0,  3.,0, 10a,4d,  2h,1f,  8,0,  0,  X4, 000001000000010
Light Horse,  Sup, 0,  3.,0,  8a,2d,  2h,1f,  5,0,  0, nil, 000001000000010
Ascaris,      Sth, 0,  3.,2, 11a,5d,  2h,1f,  9,0,  0, nil, 000001000000010
Turanians,    Sth, 0,  2.,0,  9a,5d,  2h,1f,  4,0,  0, nil, 000010000000010
Torcumans,    Sth, 0,  3.,0, 12a,5d,  2h,1f,  8,0,  0, X5,  000011000000010
Mamlukes,     SE, 0,  3.,0, 10a,4d,  2h,1f,  9,0,  0, nil, 000000000000010
Mounted Oghuz,Sth,  0,  3.,0,  6a,3d,  2h,1f,  2,0,  2, nil, 000010000000010
Small Galley, nil, 2,  4.,0,  5a,5d,  3h,1f,  5,1,  2, nil, 000000000000010
Dow,          Sup, 2,  4.,0,  5a,5d,  3h,1f,  5,0,  2, no, 000000000000010
Bombard,      Roc, 0,  2.,0, 13a,5d,  2h,2f,  6,0,  0, Gun, 000000000000010
Large Galley, nil, 2,  3.,0,  8a,3d,  3h,2f,  5,2,  2, nil, 000000000000010
War Galley,   nil, 2,  4.,0,  9a,5d,  3h,2f,  6,0,  2, Met, 000000000000010
Transport,    nil, 2,  4.,0,  0a,6d,  3h,2f,  7,4,  2, nil, 000000000001011
Varang. Guards,SFl, 0,  2.,0,  6a,7d,  3h,2f, 6,0,  2, X5,  000000000000010
Longbowmen,   Roc, 0,  1.,0,  3a,7d,  3h,2f,  7,0,  0, Aut, 000000000000010
Fortress,     Stl, 0,  0.,1,  0a,8d,  3h,1f, 16,0,  0, nil, 000000000000010
Fortress,     Sup, 0,  0.,1,  0a,8d,  3h,1f, 16,0,  0, nil, 000000000000010
Envoy,        Esp, 0,  2.,0,  0a,2d,  3h,1f,  3,0,  6, nil, 000001000000010
Nur ad-Din,   nil, 0,  2.,0, 12a,6d,  2h,1f,  3,0,  6, no, 000000000000010
Trading Goods,Cor, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Trebuchet,    nil, 0,  2.,0, 13a,2d,  1h,1f,  5,0,  0, X7,  000000000000010
Saladin,      Gue, 0,  2.,0, 13a,6d,  3h,1f,  3,0,  0, no,  000001000000010
Kipchak Troop,Sup, 0,  3.,0, 10a,5d,  3h,1f,  6,0,  0, X4,  000011000000010
Caballeros,   Sea, 0,  3.,0, 10a,4d,  3h,1f,  9,0,  0, nil, 000000000000010
Armed Peasants,nil, 0,  2.,4,  3a,3d,  2h,2f, 3,0,  0, nil,  000010000000010
Philip,       nil, 0,  2.,0, 13a,6d,  3h,1f,  4,0,  5, no,  000000000000010
Richard,      nil, 0,  2.,0, 13a,6d,  3h,1f,  4,0,  5, no,  000000000000010
Zengi,        nil, 0,  2.,0, 12a,6d,  3h,1f,  4,0,  5, no,  000000000000010
Bohemund,     nil, 0,  2.,0, 13a,6d,  2h,1f,  4,0,  5, no,  000000000000010
Louis IX,     nil, 0,  2.,0, 12a,6d,  2h,1f,  4,0,  5, no,  000000000000010
Godfrey and Robert,nil, 0,  2.,0, 12a,6d,  2h,1f,  4,0,  5, no,  000000000000010
Barbarossa,   nil, 0,  2.,0, 11a,6d,  2h,1f,  4,0,  5, no,  000000000000010
Alfonso VIII, nil, 0,  2.,0, 13a,6d,  2h,1f,  4,0,  5, no,  000000000000010

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Oasis,      1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Desert,     2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Camels,     1,2,  3,1,0,
Fallow,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Lumber,     2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Fertiler,   1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Henry IV,     Maria Theresa,       0, 3, 3, Holy Roman Empire, Holy Roman,      1,  1, -1,     2, King, Queenm, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Alexius I,    Irene,               0, 5, 3, Byzantines,  Byzantine,  -1, -1,  1,     2, Emperor, Empress, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, Franks,      Frankish,    1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
al-Mustali,   Bortei,              0, 7, 0, Fatimids,    Fatimid,     1, -1,  1,     2, Sultan, Sultana
William II,   Boadicea,            1, 1, 3, English,     English,     1,  1, -1,     2, King, Queen
Philip I,     Amaterasu,           0, 2, 3, Franks,      Frankish,    1,  1, -1,     2, King, Queen, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spains,      Iberian,     1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Barkiyarok,   Dido,                0, 6, 1, Seljuk Turks,Turkish,     1,  1, -1,     2, Sultan, Sultana
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Slaves,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Weapons,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged





